emit_context.cpp 4.4 KB

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  1. // Copyright 2021 yuzu Emulator Project
  2. // Licensed under GPLv2 or any later version
  3. // Refer to the license.txt file included.
  4. #include "shader_recompiler/backend/bindings.h"
  5. #include "shader_recompiler/backend/glsl/emit_context.h"
  6. #include "shader_recompiler/frontend/ir/program.h"
  7. #include "shader_recompiler/profile.h"
  8. namespace Shader::Backend::GLSL {
  9. EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
  10. const Profile& profile_)
  11. : info{program.info}, profile{profile_} {
  12. std::string header = "#version 450\n";
  13. SetupExtensions(header);
  14. if (program.stage == Stage::Compute) {
  15. header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
  16. program.workgroup_size[0], program.workgroup_size[1],
  17. program.workgroup_size[2]);
  18. }
  19. code += header;
  20. DefineConstantBuffers();
  21. DefineStorageBuffers();
  22. DefineHelperFunctions();
  23. code += "void main(){\n";
  24. }
  25. void EmitContext::SetupExtensions(std::string& header) {
  26. if (info.uses_int64) {
  27. header += "#extension GL_ARB_gpu_shader_int64 : enable\n";
  28. }
  29. if (info.uses_int64_bit_atomics) {
  30. header += "#extension GL_NV_shader_atomic_int64 : enable\n";
  31. }
  32. if (info.uses_atomic_f32_add) {
  33. header += "#extension GL_NV_shader_atomic_float : enable\n";
  34. }
  35. if (info.uses_atomic_f16x2_add || info.uses_atomic_f16x2_min || info.uses_atomic_f16x2_max) {
  36. header += "#extension NV_shader_atomic_fp16_vector : enable\n";
  37. }
  38. if (info.uses_fp16) {
  39. if (profile.support_gl_nv_gpu_shader_5) {
  40. header += "#extension GL_NV_gpu_shader5 : enable\n";
  41. }
  42. if (profile.support_gl_amd_gpu_shader_half_float) {
  43. header += "#extension GL_AMD_gpu_shader_half_float : enable\n";
  44. }
  45. }
  46. }
  47. void EmitContext::DefineConstantBuffers() {
  48. if (info.constant_buffer_descriptors.empty()) {
  49. return;
  50. }
  51. u32 binding{};
  52. for (const auto& desc : info.constant_buffer_descriptors) {
  53. Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
  54. desc.index, 4 * 1024);
  55. ++binding;
  56. }
  57. }
  58. void EmitContext::DefineStorageBuffers() {
  59. if (info.storage_buffers_descriptors.empty()) {
  60. return;
  61. }
  62. u32 binding{};
  63. for (const auto& desc : info.storage_buffers_descriptors) {
  64. Add("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};", binding, binding,
  65. desc.cbuf_index, desc.count);
  66. ++binding;
  67. }
  68. }
  69. void EmitContext::DefineHelperFunctions() {
  70. if (info.uses_global_increment) {
  71. code += "uint CasIncrement(uint op_a,uint op_b){return(op_a>=op_b)?0u:(op_a+1u);}\n";
  72. }
  73. if (info.uses_global_decrement) {
  74. code +=
  75. "uint CasDecrement(uint op_a,uint op_b){return(op_a==0||op_a>op_b)?op_b:(op_a-1u);}\n";
  76. }
  77. if (info.uses_atomic_f32_add) {
  78. code += "uint CasFloatAdd(uint op_a,float op_b){return "
  79. "floatBitsToUint(uintBitsToFloat(op_a)+op_b);}\n";
  80. }
  81. if (info.uses_atomic_f32x2_add) {
  82. code += "uint CasFloatAdd32x2(uint op_a,vec2 op_b){return "
  83. "packHalf2x16(unpackHalf2x16(op_a)+op_b);}\n";
  84. }
  85. if (info.uses_atomic_f32x2_min) {
  86. code += "uint CasFloatMin32x2(uint op_a,vec2 op_b){return "
  87. "packHalf2x16(min(unpackHalf2x16(op_a),op_b));}\n";
  88. }
  89. if (info.uses_atomic_f32x2_max) {
  90. code += "uint CasFloatMax32x2(uint op_a,vec2 op_b){return "
  91. "packHalf2x16(max(unpackHalf2x16(op_a),op_b));}\n";
  92. }
  93. if (info.uses_atomic_f16x2_add) {
  94. code += "uint CasFloatAdd16x2(uint op_a,f16vec2 op_b){return "
  95. "packFloat2x16(unpackFloat2x16(op_a)+op_b);}\n";
  96. }
  97. if (info.uses_atomic_f16x2_min) {
  98. code += "uint CasFloatMin16x2(uint op_a,f16vec2 op_b){return "
  99. "packFloat2x16(min(unpackFloat2x16(op_a),op_b));}\n";
  100. }
  101. if (info.uses_atomic_f16x2_max) {
  102. code += "uint CasFloatMax16x2(uint op_a,f16vec2 op_b){return "
  103. "packFloat2x16(max(unpackFloat2x16(op_a),op_b));}\n";
  104. }
  105. if (info.uses_atomic_s32_min) {
  106. code += "uint CasMinS32(uint op_a,uint op_b){return uint(min(int(op_a),int(op_b)));}";
  107. }
  108. if (info.uses_atomic_s32_max) {
  109. code += "uint CasMaxS32(uint op_a,uint op_b){return uint(max(int(op_a),int(op_b)));}";
  110. }
  111. }
  112. } // namespace Shader::Backend::GLSL